Exemple #1
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 static DummySystem()
 {
     PlayerUnitEvents.Register(PlayerUnitEvent.UnitTypeSpellEndCast, OnDummyCast);
 }
Exemple #2
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 /// <summary>
 /// By default, <see cref="Buff.CastingPlayer"/> and <see cref="Buff.TargetPlayer"/> are not updated when a unit changes owner.
 /// <para>This adds an event to pass over all auras and update <see cref="Buff.CastingPlayer"/> and <see cref="Buff.TargetPlayer"/> on ownership changes.</para>
 /// <para>This will ignore ownership changes of unit type 'xxxx' (<see cref="DummySystem.UNIT_TYPE_DUMMY"/>).</para>
 /// </summary>
 public static void RegisterForOwnershipChanges()
 {
     PlayerUnitEvents.Register(PlayerUnitEvent.UnitTypeChangesOwner, OnUnitTypeChangesOwner);
 }
Exemple #3
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 public InternalHandler(string @event)
 {
     Identifier = @event;
     Func       = PlayerUnitEvents.GetFunc(@event);
 }
Exemple #4
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 public static void Initialise()
 {
     PlayerUnitEvents.Register(PlayerUnitEvent.SpellEffect, LaunchMissile, Constants.ABILITY_CURVING_MISSILE);
 }
Exemple #5
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 public InternalHandler(PlayerUnitEvent @event)
 {
     PlayerUnitEvent = @event;
     Func            = PlayerUnitEvents.GetFunc(@event);
 }